Character Rigging in Maya
Character Rigging in Maya provides a basic introduction to rigging theory, and delves into the details of how to create professional, realistic 3D characters. Instructor and animation veteran George Maestri shows how to combine Maya's skeleton, inverse kinematics (IK), and constraint tools to create a basic rig for a character, and how to attach the character mesh to the skeleton using Maya's skinning tools. The course also explores advanced rigging controls such as IK switches and facial animation and how to create a control panel to manipulate the character's expressions. Exercise files accompany the tutorials.
- Understanding the basics of rigging
- Creating skeletons
- Modifying joint attributes
- Working with inverse kinematics and constraints
- Rigging characters
- Using Maya's new HumanIK skeletons/rigs
- Setting up an FK/IK switch
- Creating custom facial rigs
- Binding skin using Smooth Bind
- Painting and editing skin weights
- Using expressions to rig a character's mouth controls
- Controlling eye direction
- Finalizing a rig
Hi! I am George Maestri and welcome to Character Rigging in Maya. In this course, we are going to start off with the basic introduction of rigging theory, and then we are going to dive into Maya's Skeleton tools. After that we will take a look at inverse kinematics and the various Inverse Kinematics tools, as well as Maya's Constraint tools, and put all those tools together to create a basic rig for your character. Then we are going to start creating advanced rigging control, such as forward kinematics and inverse kinematics switches, and then we are going to take a look at facial animations; how to create simple eyes, as well as how to create blend shapes for your characters.
After that, we will attach our character to the skeleton using Maya's Skinning tools, and finally, we are going to do some advanced facial riggings by creating a control panel to manipulate all of your character's expressions. So let's go ahead and get started with Character Rigging in Maya.
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